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authorTom White <weiss@simba.(none)>2008-08-13 01:00:44 +0100
committerTom White <weiss@simba.(none)>2008-08-13 01:00:44 +0100
commit5004f0511c8f4fa6b9ac32ab21c53233b69a417d (patch)
treef943242f2b166b65b5330d42c0c10285ba244235
parent1b9febd6e034da5ca73712bca0ce4d44784981c9 (diff)
Use 'r' instead of 'game->render'
-rw-r--r--src/render.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/render.c b/src/render.c
index bce3dbd..1bddac0 100644
--- a/src/render.c
+++ b/src/render.c
@@ -591,21 +591,21 @@ void render_draw(Game *game, Uint32 t) {
GLfloat rrb = 0.0;
glUseProgram(r->swirly_program);
- shaderutils_setunf(game->render->swirly_program, "time", t);
- shaderutils_setuni(game->render->swirly_program, "landed", game->lander->recharging);
+ shaderutils_setunf(r->swirly_program, "time", t);
+ shaderutils_setuni(r->swirly_program, "landed", game->lander->recharging);
if ( game->lander->recharging ) {
/* Fade in */
rrb = fminf(((GLfloat)t-game->time_of_landing_event)/1500.0, 1.0);
- shaderutils_setuni(game->render->swirly_program, "rechargeripple", 1);
+ shaderutils_setuni(r->swirly_program, "rechargeripple", 1);
} else if ( game->time_of_landing_event - t < 750 ) {
/* Fade out */
rrb = fmaxf(1.0 - ((GLfloat)t-game->time_of_landing_event)/750.0, 0.0);
- shaderutils_setuni(game->render->swirly_program, "rechargeripple", 1);
+ shaderutils_setuni(r->swirly_program, "rechargeripple", 1);
} else {
- shaderutils_setuni(game->render->swirly_program, "rechargeripple", 0);
+ shaderutils_setuni(r->swirly_program, "rechargeripple", 0);
}
- shaderutils_setunf(game->render->swirly_program, "rrb", rrb);
- shaderutils_setun2f(game->render->swirly_program, "lander",
+ shaderutils_setunf(r->swirly_program, "rrb", rrb);
+ shaderutils_setun2f(r->swirly_program, "lander",
game->platform_rel_x, game->platform_rel_y);
} /* else this is all a little pointless... */
@@ -656,10 +656,10 @@ void render_draw(Game *game, Uint32 t) {
if ( r->shaders ) {
glUseProgram(r->lighting_program);
- shaderutils_setuni(game->render->lighting_program, "texture", 0); /* GL_TEXTURE0 */
- shaderutils_setuni(game->render->lighting_program, "normalmap", 1); /* GL_TEXTURE1 */
- shaderutils_setuni(game->render->lighting_program, "texture_only", 0);
- shaderutils_setuni(game->render->lighting_program, "has_normals", 0);
+ shaderutils_setuni(r->lighting_program, "texture", 0); /* GL_TEXTURE0 */
+ shaderutils_setuni(r->lighting_program, "normalmap", 1); /* GL_TEXTURE1 */
+ shaderutils_setuni(r->lighting_program, "texture_only", 0);
+ shaderutils_setuni(r->lighting_program, "has_normals", 0);
}
render_setup_lighting(game);
amb[0] = 0.02; amb[1] = 0.02; amb[2] = 0.02;
@@ -674,7 +674,7 @@ void render_draw(Game *game, Uint32 t) {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- if ( r->shaders ) glUseProgram(game->render->fill_program);
+ if ( r->shaders ) glUseProgram(r->fill_program);
render_model_instance_draw(game->lander, t, r, NULL, 1.0);
glPopClientAttrib();
if ( r->shaders ) glUseProgram(0);